GAmes and Violence
There are aggressive games in the market, thought these do not
predominate. According to the Australian government in 2006,
46% of games were classified G, 24% were classified PG, 16% were
classified M and 14% were classified MA15+. 1
The term aggression is used here to mean behaviour which is aimed
at causing hurt or injury to another person or property. The impact
of aggressive content in games on the young has been extensively
studied and it is an academic battleground. Over the years, there
have been over 3,500 research studies into the effects of screen
violence, encompassing film, TV, video and more recently, computer
and video games. Regrettably many of these studies focus only on
short-term, laboratory observable, effects of playing aggressive
games.
Australian Studies
One of the largest reviews ever conducted into the effects of
aggressive content on younger persons was done in Australia by
the Office of Film and Literature Classification (Australian
government agency previously responsible for computer and video
game classification) . The project “Computer
Games and Australian Today” was a nationwide investigation
and included reviews of local and international research, focus
groups and telephone surveys. This report acknowledged that there
is some community concern about aggressive content in games and
that it is important to monitor this aspect of content carefully. “Nevertheless,
there is no evidence that members of the community perceive computer
games as a major social problem, and none of the independent research
published to date has demonstrated serious effects of aggressive
game play upon young people’s behaviour.” 2 The
report further concluded that:
“It is stressed that the amount of research available is
small relative to that on other media, especially television. Nevertheless,
a body of work is accumulating which indicates that early fears
of pervasively negative effects are not supported. Importantly,
several well designed studies conducted by proponents of the theory
that computer games would promote aggression in the young have
found no such effects. In contrast, other studies focused on cognitive
and spatial benefits have yielded positive results.” 3
Kids Do Not Copy Game Behaviour
This aspect of game play has also been studied in Australia and
internationally. There is no evidence that children playing games
mimic the behaviour they see in real life. A research project undertaken
by Irwin and Gross had sixty 7-8 year olds, play a martial arts
game. They were then observed after play to see if they mimicked
the type of play in the game. They did not mimic the martial arts
behaviour in the game. The report concluded that the study “suggests
little effect of playing the particular game on aggressive behaviour”.” 4
Games Are Not Addictive
Several Australian and international research projects have also
considered whether or not games are addictive. In general, the
reports have concluded that the supposed addiction is actually
a transient phase of excessive involvement, rather than an enduring
involvement. For example this can occur when a game is new and
the player is keen to master the different levels in the game.
As a literature review of computer game studies notes, “none
of these studies suggests the presence of a widespread incidence
of computer game addiction among school children.” 5
Addiction is a term used very loosely in the media to describe
something that is popular. Strictly speaking it means someone is
physically and psychologically dependent on some type of stimulus
to function. Certainly many young people go through periods of
intense involvement in computer game play, for example with a new
game, but this is not a lasting obsession for the majority.
Generational Attitudes
Attitudes to games depend to a large extent on age. Most gamers
are under 40. Most of the critics of gamers are non-game playing
over 40’s. This is the finding of Australian research 6 and
US survey work conducted by Nielsen Media Research. 7 Similar
debates were evident when rock and roll first became popular and
before the Internet and mobile phone became ubiquitous. The digital
divide as it is termed, describes the difference in attitudes between
those brought up with technology and those who were not brought
up with all things digital. This difference in attitudes is changing
as the average age of game players increase and games become mass
market entertainment, just like films, books and music.
Age of Players Keeps Increasing
Those brought up with computer games continue to play them into
adulthood. The average age of Australians game players is now 28.
In Europe and the US it is now reaching 30 years of age. A large
study completed by the OECD found that for computer game players,
34% were under 18 and 66% were over 18. 8 Games
with strong aggressive content are classified with the highest
rating and are intended for mature players. In Australia, the highest
rating is MA15+. This means that persons under 15 must be accompanied
by a parent or adult guardian when hiring or buying these games.
There is substance to the argument that introducing an R rating
in Australia would send a stronger signal to parents about the
content of a game and which age group it is appropriate for.
Mass Market Entertainment
Aggressive content in a game does not mean that the game will
be a market leader. Research shows players want good graphics and
sound, lots of levels, good stories and games that can be played
with others. Each year in Australia, the OFLC classifies about
800 computer and video games across a range of genres and targeted
at different age ranges. Games in the G classification are the
most numerous.
Increasingly games are developed in tandem with blockbuster movies.
Leading actors now lend their face and voices to popular games.
Games incorporate film segments and DVD’s include games.
From the consumers’ point of view, it makes sense to have
the same type of classification system for films and for games.
The evolution of games is continuing at a rapid pace. New types
of games are emerging that use new technology such as microphones
for singing and digital cameras to allow the player to insert themselves
graphically in the game. As broadband penetration increases, new
types of gaming experiences are emerging. The fastest growing category
of games is online team-based, role-playing games or MMORPG (Massively
Multiplayer Online Role Playing Games).
Conclusion
Aggressive content is a feature of games just as it is in films.
The “blood and gore” games fill a niche similar to
horror movies and heavy metal music. “Aggressive games appear
among but do not dominate best selling titles”. 9
While all the research to date shows no correlation or causal
link between computer game play and aggression, concerns are raised
by community members. The best way to ensure that age appropriate
games are accessed by younger players is to follow the classification
scheme so that informed choices are made at the time of purchase.
Look for games with constructive learning experiences. These generally
encourage group activity, require the player to solve problems,
make decisions and are more complex than pure action games. A practical
guide for parents is included in this site.
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